Wednesday, March 25, 2020

MOVING IMAGE 3 PROPOSAL

MOVING IMAGE 3 PROPOSAL 

UNIT 38: SOUNDTRACK PRODUCTION 


INTRODUCTION:
For this proposal, I will be looking at the short film that I produced for unit 22, titled “A New Day”. For this I will be mainly working with the soundtrack production and how I went about filming it all as well as being able to edit and record audio (if required to) for the video alike. I will be covering all sorts of aspects such as locations, Personnel Resources, and spoken words if applicable. 

RECORDING LOCATION INFORMATION:

For the short film in terms of locations to be filmed in, the first few scenes of the short film were all recorded and shot in my house, using various camera shots to show off various perspectives of me getting ready to go out and meet friends. The next scene was filmed at a bus stop and the final couple of scenes filmed at Box park. The film was roughly 3 minutes at max. The soundtrack used was completely non-diegetic and was mainly an instrumental soundtrack that I produced using Music maker and then being able to edit these said pieces with the help of Garageband, in order to make the music seem much more authentic and actually work giving the film a good and positive vibe alike.  

PERSONNEL 
In terms of Personnel for this short film, the idea was to essentially capture a day in the life of someone, meeting friends in the holidays. For our main cast we had 4 people play teenagers meeting up at Box park for the movie, we also had two people on camera including myself this is because the story would be shot from a first-person perspective, as well as third-person that essentially gives our audiences an idea of what view you can see the main character as well as what’s going on, from various perspectives. 

RESOURCES
In terms of resources we mainly used a storyboard as a form of visual representation in order to help with an initial skeleton with the video, we didn’t use a script as there’s not much-spoken word involved in the final product.  Furthermore, computer and sound manipulation and editing software were also included in the making of the film. In terms of any forms of spoken word, we mainly didn’t use any as we wanted the non-diegetic music to take the lead and make it so that the music was the dictator of the entire film in itself. 

MUSIC IDEAS FOR POST PRODUCTION
The genre of the music took after an electric funk sort of style that would help enforce the idea of a party being put into place or that atmosphere of being happy alike. Garageband would essentially be used to help edit the sounds to make it seem more authentic so that it fits the track and the use of instruments and sound pools in music maker allows for some music to be made according to the mood. As all the music is being produced by us there was essentially no need in worrying about any forms of copyright issues as such or more. 

SOUND FX FOR POST PRODUCTION
For sound effects they weren’t needed for production especially because of the approach we took towards producing the audio for this film, we only came across the idea that the story would be told visually and with music rather than sound effects as such. 



Wednesday, February 26, 2020

PROPOSAL

FINAL SOUNDTRACK PRODUCTIONS: PROPOSAL

In this proposal I'll be discussing what I wish to achieve when producing my own soundtrack, for the moving image. Throughout the course of this proposal I'll be talking about a specific scene from a form of media whether it be animation, film or something else. I'll also be talking about aspects like the duration of the said sequence, the techniques that I used in order to make my work seem more close to the original scene I'll be talking about foley sounds (if any are included) and so on.


The name of the sequence I have chosen for this particular project comes underneath the animation genre, more specifically the anime genre, the scene I have decided to do is the famed Karasuno defeats Shiratorizawa scene from the anime Haikyuu underneath the animation genre. The length of the scene is roughly around 3 minutes and 38 seconds which is how long the recreated version will sound. The scene can also be found in the Haikyuu movie "Battle of concepts" Whilst the movie is in Japanese, the idea of this recreation is firstly to dub the scene entirely in English. The sound effects, music as well as voices will all be recreated during the making of this  using the original subtitles as a way to help with the scene.

Aspects such as the background music will be tense, the original music will attempted to be recreated or there will be use of completely new pieces of music to accommodate the scene the music will obviously be non-diegetic meaning that the characters can't hear the music. However dialogue direct address towards characters will be seen as diegetic. Music tracks, sound effects and more will be seen as non-diegetic as they're elements that the characters won't be able to hear when making the final recreation. The voice acting will most likely be done with multiple voice actors, that as aforementioned will be voiced in English. Recording will be done in a small room setting with a microphone, or even done in a studio setting. With the use of music and sound effects in this scene I intend on recreating the intense atmosphere of the final points in a final game, making sure that the music helps to emphasise the way the atmosphere is sound effects will also help to emphasise the character's actions and mood, helping with the way the mood and atmosphere Will essentially play out.

Spoken information is crucial as it's the spoken word like dialogue. The dialogue will be original voice overs or essentially dubbed from its Japanese counterpart using the subtitles as a guidelines, contributing towards the original script. The vocal techniques, include no lip syncing but mainly just pure voice over the characters as they speak.  It will mainly be recorded in a small room esque space rather than a studio space,  by using a smaller room space will help with there being less ambient noise or even any further disturbances when recording. Using a more empty space will help with a more clear recording to happen.

In terms of personnel there will mainly be a good amount of voice actors mainly depending on the amount of people that are being voiced in the clip. Which is roughly around 5-6 individual voices if not then I'll improvise all characters as an assured back up, as a form of contingency. In terms of other personnel will be any sound editing done by myself, and any technical support will be provided by people in the college. Furthermore, the resources used in this workshop will consist of mainly using one microphone (USB) with a pop filter and a stand, I will also be using a Laptop computer as my primary hardware and a software, used to record sound called Audacity.  The =n with the use of GarageBand I'll edit the score and export it to movie making my final soundtrack.

Wednesday, January 15, 2020

Workshop 5

INTRODUCTION:
Workshop 5 had us adding sound effects to scenes, without any music or dialogue whatsoever. We were also required to include our own foley sound being our own noise that we personally recorded ourselves included in our own time.  This workshop had helped in giving me a better understanding of how sound effects play a more than crucial role in any form of media. With the way they work, the way they emphasise atmospheres and help with creating more and more meaning to the story. As opposed to other group pieces of work, this time I mainly worked on my own being able to create a score for the scene that primarily focuses around utilising only sound effects. The overall goal of this was to use sound effects either pre made by other creators or even making our own sounds (Foley sounds) in order to make our final product similar to the original product with no music nor dialogue but just sound effects to help understand how they enforce the general atmosphere and overall mood of the scene in general.


BASE SOUNDS WHERE THEY CAME FROM AND WHAT MOVIE SCENE
The movie scene I had chosen for this particular task was one that had minimal sound and no dialogue in the scene itself. I used the previously used Mission Impossible scene "Close call" (See workshop 3). With this scene I had the music muted. The scene had no dialogue either. In order to edit this I used GarageBand as I have previously with other tasks. Instead of using anything from the Sound pool that GarageBand had to offer, I instead used sound effects (made by other creators) that I found using a website that  provided me sound effects that I was able to implement into this scene the website was known as "Free Sounds" A place where creators make their own foley sounds all for free use.  All these sounds would help play parts in bringing the atmosphere and surroundings  as well as even recreating any potential sound effects implemented before hand as well as, any interactions that characters had with objects for instance, the use of the futuristic computer sounds to simulate any forms of beeping to show that scans were complete. In other instances using small steps sound effects to help follow the footsteps of the Rat in the vent to help with emphasising its prominence and that it's there in the vent, showing its importance in this scene bringing it to life. For atmospheric sounds, I used a fan to help simulate the noises vents would be making to make it seem more realistic and help bring out more realism to the scene overall essentially creating a score using sound effects that would make the scene seem more believable. 

One of the most challenging sounds that I had to find or even recreate was the rope sound effect and when the rope holds Ethan up ensuring he doesn't fall. These sounds were hard to essentially find as well as even being able to recreate myself therefore, I had to resort to using Free sounds. Furthermore, being able to even recreate the deep breathing scenes were hard to also recreate as they needed to be done in a particular fashion that would make the sound effect fit in with the scene. Making it flow as well being more realistic. 



FOLEY SOUNDS AND THE EDITING PROCESS
The term "Foley sounds" are mainly sounds that have been recorded by yourself typically any sounds that can be recorded and refer to mainly sound effects. An example of a foley sound that I recorded was, a keyboard noise (can be heard when Luther is typing). In order to record this sound I had a microphone and recorded the sound in a smaller room, this allows for less ricochet effects or any sounds to cause an echo or even any other sounds to interrupt the recording. This allows for a clear and precise recording that's more definitive and much more prominent to the listener. I used a standard microphone, and nothing else but simple keyboard strokes to help with recording roughly around 5-10 seconds to work with. When it came to the actual editing in itself, as aforementioned I used GarageBand to edit the score.  For the deep breathing noises again I was able to achieve this by simply breathing heavily into the microphone that I used. The peripheral I used was an external microphone with pop filter attached that allowed for less disruption in the recording and more clarity in my voice as it carries over to my final piece.  In terms of other techniques that I used in order to enhance the way my track was done was mainly through  

TECHNICAL SUCCESS
Overall the technical, success of the track was clear and quite successful overall. With the technical aspects when achieving the making of foley noises, as well as finding instances of sounds that are very similar of that  used in the original mission impossible scene. Allowing for the scene I made to sound genuine and closer to the original. Whilst using the following sound effects,


Friday, January 10, 2020

Workshop 4 evaluation

TECHNICAL QUALITY AND MEANING
 Overall, the technical quality of each interview had come out very clear with little to no disturbance whatsoever, making each interview easier to understand. In terms of the meaning that it has on the overall recording it was to help get people's opinions across about music. The tone of voice helped to project the thoughts that the  interviewees have. Because of this we were able to get a real sense of feeling as well as realism in our recordings, from each interviewee.  The technical quality was really important to listeners mainly because, it helps with making sure that our messages are going across to our listeners. 

MICROPHONES USED AND TECHNICAL ELEMENTS AS INFLUENCE.

The microphones that were used were from mobile devices, realistically in terms of equipment this would be a drawback, as it's obvious that some mobile microphones aren't as good as the official peripherals seeing as their not fully designed with quality in mind. However, due to our choice of location, being a small quiet room, there was a case of there being little to no noise whatsoever. The positive from this would be that as aforementioned there's less chance of there being too much disturbances or any ambiances that may have disrupted our recordings, luckily the room didn't have an echo either which helped with dialogue getting across in the interview. Making the technical quality balanced. 


WHAT WE USED TO EDIT THE INTERVIEWS
As done previously we used GarageBand to edit our interviews, at first we split them up into three and put them all into a certain order with a soundscape to help start, the interview kick off, giving a nice effect that helps reel in our listeners.  The editing process was mainly about making sure that each interview sounded clear, if not we'd have to record it again, as well as sounding more organised as well as consistent. 


Our work: 

You can find an edited version of the interview here: